Saidah, Karimatus
Elementary School Teacher Education Study, Faculty Of Teacher Training And Education, Universitas Nusantara PGRI Kediri

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ANALISIS BENTUK BENTUK PENILAIAN SIKAP SISWA SEKOLAH DASAR DI KOTA KEDIRI Karimatus Saidah; Rian Damariswara
Profesi Pendidikan Dasar Vol. 4, No. 1, Juli 2017
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v1i1.4244

Abstract

This study is aim to describe forms of attitude assessment that implemented by teacher at elementary school in Kediri. Design of this study was qualitative reseach . The subjects were teacher of elementary school that has been implementing curriculum 2013 which consist of grade 1 to grade 5 teachers.Instrument of this study was a researcher who was supported with interview guide, observation form and documentation. The finding of this study show that all of teacher write their assessment instrument similar to book teacher of curriculum 2013. Teacher use observation technique without any instrument when they do assessment. They argue that assessing attitudes using instrument is difficult and need much time.The assessment report is write using microsoftt excel application. Microsoft excel applicatioan will automatically make describtion of the student when teacher submit their assessment report.
Development of Interactive Folklore Based on Android Oriented to Local Wisdom to Improve Reading Comprehension of Elementary School Students Karimatus Saidah; Rian Damariswara
Al Ibtida: Jurnal Pendidikan Guru MI Vol 8, No 2 (2021): October 2021
Publisher : IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/al.ibtida.snj.v8i2.7035

Abstract

AbstractThe aims of this research are 1) to describe the process of developing interactive multimedia based on android on fairy tale material for grade 3 elementary school students based on the Rowntree development model; 2) knowing the validity of the product; 3) knowing the practicality of the product being developed. The type of research used was research and development. The development model used was the Rowntree model. This research produced interactive folklore based on android applications. The instruments used in this research were validation questionnaires and sheets for comments and suggestions from the validator. This research produced the interactive folklore based on android applications. The folklore presented was based on the local wisdom of East Java. The folklore application was equipped with games of language to improve the students' ability to understand folklore material. The folklore application was validated by multimedia experts and language learning experts with a product validity level of 85.5%. The results of the practicality questionnaire showed a combined average score of 93.3%. The advantages of the folklore application developed are that the material is packaged in a simple and attractive way, contains language games, and can be opened using a smartphone. However, the weakness of the product is that the command sentences in the quiz are less specific, and there is no discussion in the game. In addition, it can only be opened using a smartphone.Keywords: reading comprehension, folklore, android application. AbstrakTujuan penelitian ini adalah 1) mendeskripsikan proses pengembangan multimedia interaktif berbasis android pada materi dongeng bagi siswa kelas 3 sekolah dasar berdasarkan model pengembangan Rowntree; 2) mengetahui kevalidan produk; 3) mengetahui kepraktisan produk yang dikembangkan. Jenis penelitian yang digunakan adalah penelitian dan pengembangan model rownthree. Instrumen yang digunakan dalam kegiatan penelitian ini adalah angket validasi dan lembar pengisian komentar dan saran validator. Penelitian ini menghasilkan dongeng interaktif berbasis aplikasi android. Dongeng yang disajikan merupakan dongeng-dongeng sesuai dengan kearifan lokal Jawa Timur. Aplikasi dongeng dilengkapi dengan permainan bahasa untuk meningkatkan kemampuan siswa dalam memahami materi dongeng. Aplikasi dongeng telah divalidasi oleh ahli multimedia dan ahli pembelajaran bahasa dengan tingkat validitas produk sebesar 85,5%. Sedangkan hasil angket kepraktisan menunjukkan skor rata-rata gabungan sebesar 93,3%. Kelebihan dari aplikasi dongeng yang dikembangkan adalah materi dikemas sederhana dan menarik, memuat permainan bahasa, serta dapat dibuka menggunakan smartphone secara offline. Sedangkan kekurangan produk yaitu kalimat perintah dalam kuis kurang spesifik dan tidak ada pembahasan dalam permainan. Selain itu, produk hanya dapat dibuka menggunakan smartphone.Kata kunci: pemahaman membaca, cerita rakyat, aplikasi android.
PENGEMBANGAN MEDIA LACI HITUNG PADA MATERI PERKALIAN SISWA KELAS II SEKOLAH DASAR Fitri Handayani; Karimatus Saidah
INCARE, International Journal of Educational Resources Vol 1 No 5 (2021): February 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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Abstract

The purpose of this research and development is to describe the product definition of Laci Hitung media in elementary school grade II multiplication material; 2) designing a Laci Hitung media product design on the multiplication material developed in grade II of Elementary School; 3) produce Laci Hitung media products on the multiplication material developed in the learning of grade II elementary school students as well as the advantages and disadvantages of products that have been developed. Development research models use 4D models that are modified to 3D (Define, design, development,) This model was chosen because it is adaptive, systematic and in accordance with this development research. The development results are in the form of counting drawer media consisting of drawers that are given numbers and funnels to put marbles into the drawer. The advantages of this media include making it easier for students to learn multiplication, it can be used for all number operations and makes it easier for teachers to convey material about multiplication. While the disadvantage is that it cannot be used for hundreds and thousands number operations.
PENGEMBANGAN MEDIA PRISMA PUTAR PADA MATERI MAKHLUK HIDUP KELAS III SEKOLAH DASAR Rio Agusti Prabowo Sakti; Karimatus Saidah; Dhian Dwi Nur Wenda
INCARE, International Journal of Educational Resources Vol 1 No 5 (2021): February 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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Abstract

Learning that only relies on books and pictures often makes students bored during the learning process. Education in modern times requires teachers to continue to innovate in learning, product development needs to be done to improve the quality of learning. The need for media that is attractive and can be touched directly so that students are more motivated in the learning process. The purpose of this study was to determine the feasibility of rotating prism media. The product developed is expected to increase learning motivation in grade III elementary school students. This development research uses the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). This product is considered quite easy to use and is not linked to only one material because it is easy to replace with other materials.
PERMASALAHAN PELAKSANAAN PEMBELAJARAN DARING DI SEKOLAH DASAR PADA MASA PANDEMI COVID-19 (TINJAUAN TERHADAP IMPLEMENTASI PEMBELAJARAN TEMATIK) Karimatus Saidah; Rima Trianingsih; Kharisma Eka Putri
INCARE, International Journal of Educational Resources Vol 2 No 1 (2021): June 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

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Abstract

This study aims to 1) know the implementation of thematic learning through online, 2) describe teacher strategies to maximize student learning activities and 3) identify problems in implementing online based learning. The research method used is a qualitative approach. Data collection techniques using online interviews. While the data analysis technique is done by collecting data, data reduction, data revision and data analysis. The results showed that the teacher could not implement online thematic learning even though the material presentation and assignments followed the themes in the teacher and student books. The teacher's strategy in implementing learning is by presenting instructional videos, presenting material documents equipped with voice notes, using quiz applications and visiting students at home. Obstacles in implementing online learning can be found in several aspects, including internet access, difficulty understanding materials and assignments, the diverse abilities of parents in accompanying their children to learn, and environmental conditions that are not suitable for online learning activities.
Pengembangan Bahan Ajar Materi Dongeng Berbasis Kearifan Lokal Jawa Timur Bagi Siswa Kelas III SD Karimatus Saidah; Rian Damariswara
Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran Vol 9, No 1 (2019)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/pe.v9i1.4320

Abstract

Abstrak  Tujuan dari penelitian ini adalah (1)untuk mengembangkan bahan ajar materi dongeng yang di peruntukkan kelas tiga sekolah dasar dengan mengangkat kearifan lokal Jawa Timur (2) Mengetahui kevalidan bahan ajar materi dongeng yang telah dikembangkan (3) Mengetahui kepraktisan bahan ajar materi dongeng yang telah dikembangkan. Metode penelitian yang digunakan adalah model penelitian pengembangan dengan menggunakan model pengembangan yang dikemukakan oleh borg & Gall.Tahapan borg and gall diantaranya sebagai berikut a.analisiskebutuhan danpengumpulandata, b. Tahap perencanaan, c. pengembangan rancangan produk, d. ujitahap awal(validasi), e. revisiprodukawal f. ujicobalapangan terbatas, g. revisiproduk, h. uji lapangan, i. penyempurnaanprodukakhir, j. diseminasidanimplementasi. Hasil penelitian ini menunjukkan bahwa bahan ajar yang di kembangkan dinyatakan sangat valid, sangat tuntas dan dapat digunakan dengan skor 85.8% berdasarkan hasil validasi dari ahli pembelajaran Bahasa Indonesia. Untuk mengetahui kepraktisan bahan ajar dilakukan validasi kepada pengguna dan uji coba. Hasl validasi pengguna menunjukkan bahwa bahan ajar yang dikembangkan dapat digunakan dengan skor 91 %. Hasil uji coba produk menunjukkan bahwa siswa dapat menggunakan bahan ajar dengan baik.
Development Writing Text Module Based on Project Based Learning Through Exploring Local Wisdom of Kediri Residency for Elementary School Teacher Education’s Students Endang Sri Mujiwati; Rian Damariswara; Karimatus Saidah
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 4 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v14i4.1413

Abstract

Writing is the way to express the idea according to the author knowledge, By writing, students can exercise their writing ability according to their interest in educational themes but Pre eliminary research on elementary school teacher education student in a university of Kediri show that students in the Language Studies course have obstacles in understanding various text materials like difficulty mentioning the variety of texts and  difficulty identifying the structure of each variety of text.The purpose of developing the various type of text module is first to describe the module development procedure based on the ADDIE development model, second to describe the validity of the module based on the assessment of Indonesian language experts, and third to find out whether the module is practical for use by elementary school teacher education program students. The development method uses the ADDIE model, the research subjects are elementary school teacher education students at the University in Kediri class of 2020. The data analysis technique used is descriptive quantitative to describe the data in the form of questionnaire scores of validity and practicality, and descriptive qualitative to describe the data in the form of suggestions and comments and observations during the implementation process. The results showed that the module developed was declared very valid by Indonesian language experts with a score of 95.6% and was stated to be very practical according to the results of the practicality questionnaire distributed to students with a score of 86.7%.
Pengembangan Multimedia Interaktif Keramat (Keragaman Rumah Adat) Berbasis Macromedia Pada Pelajaran IPS Kelas IV Sekolah Dasar Verdian Lianto Hermansyah; Muhamad Basori; Karimatus Saidah
AL-ASASIYYA: Journal Of Basic Education Vol 7, No 1 (2022): Juli-Desember
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ajbe.v7i1.5978

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The purpose of this study was to determine the validity, practicality and effectiveness of development of macromedia-based keramat interactive multimedia (Diversity of Traditional Houses). The results of this study are (1) Macromedia get an average result of 80.5% in terms of media and material validity, which means that macromedia is included in the valid category. (2) Macromedia can be categorized as very practical, this is evidenced by the average response of teachers and students, which is 95.5%. (3) Researchers used pre-test and post-test as a benchmark for assessment. The average pre-test score of students before using macromedia was 74, while the average post-test score of students before using macromedia was 93. The average results of the pre-test to the post-test experienced an increase in the use of Macromedia, which can be declared effective as a learning medium.
Pengembangan Media Pembelajaran Montase Berbentuk Flip chartDengan Menggunakan Strategi Story telling Bagi Siswa Sekolah Dasar Muhammad Hasan Basri; Kukuh Andri Aka; Karimatus Saidah
AL-ASASIYYA: Journal Of Basic Education Vol 7, No 1 (2022): Juli-Desember
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/ajbe.v7i1.5701

Abstract

The purpose of this study was to determine the validity, practicality, effectiveness, and attractiveness of montage learning media in the form of flip charts with story telling strategy. The stages of this research refer to the ADDIE design model (analysis, design, development, implementation, evaluation). The conclusion from the research results on the development of flip chart montage media with a story telling strategy, namely (1) validity produces an average validation value of 84.5% which includes very valid validity criteria and can be used without revision, (2) the practicality of montage media in the form of flip chart with story telling strategy, the percentage of practicality of teacher response questionnaire is 89% and student response questionnaire is 85.7% which includes very practical criteria and can be used without revision, (3) the effectiveness of montage media in the form of flip chart with story telling strategy is declared effective seen from the score the average student learning outcomes who obtained 94.5 results were declared valid based on the specified KKM, namely 70, (4) the attractiveness of the montage media in the form of a flip chart based on the results of the student response questionnaire the attractiveness obtained a score of 83.3% which was included in the attractiveness criteria very interesting and can be used in learning.
Pengembangan Media Pembelajaran Monopoli pada Materi Fungsi Bagian Tubuh Hewan dan Tumbuhan di Kelas Bagi Siswa Kelas 4 SD Wulan Suci Rimadhani; Karimatus Saidah; Muhamad Basori
Journal on Education Vol 5 No 3 (2023): Journal on Education: Volume 5 Nomor 3 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i3.1731

Abstract

The problems of this research are 1) What is the validity of Monopoly learning media on the function material of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 2) What is the practicality of Monopoly learning media on material function of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 3) How is the effectiveness of Monopoly learning media on material function of animal and plant body parts for Grade IV students at SDN Sanggrahan 2 Prambon Nganjuk This research is a type of development research with reference to research and development. According to Robert Maribe Branch (2009) in Sugiyono (2015: 38) "ADDIE is an extension of Analysis, Design, Development, Implementation and Evaluation". Research data collection techniques through observation, material expert validation questionnaires and expert validation questionnaires. media, teacher response questionnaire, student response questionnaire, pre-test and post-test. the implementation of monopoly learning media was carried out in trials, research trials were carried out at SDN Sanggrahan 2 Prambon. The results of Monopoly learning media research on the function of animal and plant body parts for fourth grade students at Sanggrahan 2 Prambon Elementary School conducted a validity test by media and material experts, the material validation test was carried out in 2 stages. . the second validation test with a score of 97% means that it is in the Very Valid criteria. for the results of the validation test by the learning media, 2 stages were carried out, the first was the validation test by the media with a score of 86.25%, meaning that it was included in the Very Valid criteria, the second was the validation test by the media with a score of 88.75%. the practicality test was validated by teachers and students, the results of the practicality test by the Teacher Response Questionnaire obtained a score of 77.78%, which means that it is included in the practical criteria and is easy to use. The results of the effectiveness test were carried out with the pretest and post-test, stated to be Very Effective in increasing students' ability to investigate the function of animal and plant body parts. Evidenced by the achievement of KKM ≥70 questions Posttest 100% of students who are able to achieve KKM.